LODs on rigged object

JasonH

30-04-2010 19:21:13

Hello,

Just started working to incorporate levels of detail into our current project, and moving from LODing static props to rigged characters and other entities. In doing so, getting some mixed results when it comes time to export once again. Getting several different scenarios, but none have been ideal as of yet.

Typically, the problem has been that when I make a manual LOD, and rig it to the same skeleton that the High rez version is attached to, the LOD simply will not be influenced by the skeleton. The high poly version will float around quite nicely when moved in max, but with a few steps taken back, the LOD_1 model will snap back to the origin, devoid of motion. I had gone through, rigged both models, and in the oFusion/object menu dropdown, applied the low poly one as an LOD to the High Poly one. With the skeleton and rigging steps removed from the process, the models swap just fine.

I've also tried being clever, rigging and exporting both models as mesh files, then un-rigging them both and applying the LOD information and exporting out the OSM (weeeeird results with that one....it looked much more like the program assumed I wanted to use automatic LODs).

I did try the automatic LODs as well, and while it does seem to work upon export and retains the skeleton information on both levels, the results of the low poly mesh are not what is desired. Many thanks and lots of appreciation to any help or pointers posting.php?mode=post&f=5#

Lioric

11-06-2010 03:50:16

This is a know issue with Max 2010 that has been resolved, the fix will be provided with the version 1.9.82

JasonH

06-07-2010 14:17:40

Excellent news, when is version 1.9.82 expected to be released?

Lioric

06-07-2010 16:29:19

The 1.9.82 version was released on July 5, you should have received a notification email, anyway users can download it from their account pages